121,367 Commits over 4,018 Days - 1.26cph!
Last few effects & related files
Add global.useSingleItemPickupNotice (defaults to true), uses a single item pickup notice and upates it with the amount collected if multiple resources are picked up quickly (should improve performance when using rapid collection tools like the jackhammer)
Added LODs For Reclaim Terminal
Merge from precision_fixes
Fix for shadows flickering when far away from the origin.
Fix for water flickering on when using jittered projection matrix (TSAA)
Updated camera and underwater postfx
set dressing and polish around cave_procedural_entrance_c
New gib files
Scene backup
scoreboard + game status work
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
deployable shared table map
- placeholder map texture / materials
- initial prefab setup
merge from LODGrid_optimizations
Increase max ESP player info budget time to 5ms
converted materials to spec just in case it becomes skinnable
Physics material farm & related materials
added medium and small weapon locker variations
now there is a 3 variations large/medium/small
same height and depth, just smaller in width.
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weapon locker storage update
- materials and textures
- collision setup
- prefab
- still need to do lods and gibs
Implementation (needs prefab updates + testing)
Merge from rail_network_4
Crapload of temp files + scene backup
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals
fixed a whole bunch of environment volume transition quality
ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves
overall polish
merge from trainyard_update
merge from coaling_tower_v2
updating coaling_tower LODs to reflect exit changes at all levels
Made the exit path useable both directions rather than one way
Middle ground for code lock culling, now less aggressive due to gameplay impact
merge from osx_camera_fix
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Fixed LODs of the marketplace terminal
merge from socket_area_fix
Gun locker test
- folder setup
- initial model test
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